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Is that actually considering as mod?


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So the whole point of the mod is to introduce normalmap/bumpmap into L2.However in order to actually see the difference it is needed not only the custom utx files,but also a dll like reshade(t is not so complicated((it's just a copy paste into system))but the logic is the same).So is this considered as a mod actually or as just a workaround?

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2 hours ago, misterelax said:

So the whole point of the mod is to introduce normalmap/bumpmap into L2.However in order to actually see the difference it is needed not only the custom utx files,but also a dll like reshade(t is not so complicated((it's just a copy paste into system))but the logic is the same).So is this considered as a mod actually or as just a workaround?

Which mod are you referring to? 

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The thing is, I have always wanted to introduce a graphical evolution into the game. However, the need to use a third-party DLL that I haven't developed and really have no clue how it works is starting to seem like a workaround.Shouldn't this mod be more robust to actually use the term 'mod'?

Well, now I'm thinking again maybe it's a feeling of guilt that I haven't made it work entirely by my own

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1 hour ago, misterelax said:

The thing is, I have always wanted to introduce a graphical evolution into the game. However, the need to use a third-party DLL that I haven't developed and really have no clue how it works is starting to seem like a workaround.Shouldn't this mod be more robust to actually use the term 'mod'?

Well, now I'm thinking again maybe it's a feeling of guilt that I haven't made it work entirely by my own


It is just semantics. Doesn't matter if you haven't developed it on your own. Fact of the matter is that you are introducing a modification of the original game, hence the term `mod`.

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